GetAllStrippableModules() 개인적인 정적인 메소드

private static GetAllStrippableModules ( ) : HashSet
리턴 HashSet
예제 #1
0
 public static HashSet <string> GetNativeModulesToRegister(HashSet <string> nativeClasses)
 {
     if (nativeClasses == null)
     {
         return(CodeStrippingUtils.GetAllStrippableModules());
     }
     return(CodeStrippingUtils.GetRequiredStrippableModules(nativeClasses));
 }
예제 #2
0
 public static HashSet <string> GetNativeModulesToRegister(HashSet <UnityType> nativeClasses, StrippingInfo strippingInfo)
 {
     return((nativeClasses != null) ? CodeStrippingUtils.GetRequiredStrippableModules(nativeClasses, strippingInfo) : CodeStrippingUtils.GetAllStrippableModules());
 }
예제 #3
0
        public static void WriteModuleAndClassRegistrationFile(string strippedAssemblyDir, string outputDir, RuntimeClassRegistry rcr)
        {
            HashSet <string> hashSet = (PlayerSettings.strippingLevel != StrippingLevel.Disabled) ? CodeStrippingUtils.GenerateNativeClassList(rcr, strippedAssemblyDir, CodeStrippingUtils.GetUserAssemblies(strippedAssemblyDir)) : null;

            if (hashSet != null)
            {
                CodeStrippingUtils.ExcludeModuleManagers(ref hashSet);
            }
            HashSet <string> nativeModules = (hashSet != null) ? CodeStrippingUtils.GetRequiredStrippableModules(hashSet) : CodeStrippingUtils.GetAllStrippableModules();
            string           file          = Path.Combine(outputDir, "UnityClassRegistration.cpp");

            CodeStrippingUtils.WriteModuleAndClassRegistrationFile(file, nativeModules, hashSet);
        }